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ASample Dungeon

The document outlines a sample dungeon titled 'Monastery Cellars & Secret Crypts' for tabletop role-playing games, detailing its layout, background, and encounters. It includes descriptions of various areas, wandering monsters, and pre-generated player characters, emphasizing the dungeon's history and the curse of the abbot. The content is designed for cautious parties of 2nd and 3rd level characters and utilizes the Old School Essentials system.

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0% found this document useful (0 votes)
18 views15 pages

ASample Dungeon

The document outlines a sample dungeon titled 'Monastery Cellars & Secret Crypts' for tabletop role-playing games, detailing its layout, background, and encounters. It includes descriptions of various areas, wandering monsters, and pre-generated player characters, emphasizing the dungeon's history and the curse of the abbot. The content is designed for cautious parties of 2nd and 3rd level characters and utilizes the Old School Essentials system.

Uploaded by

feigamesinc
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Credits

Content written by Billman

Layout by Muv

Map and Cover by Billman

Weapon art by Scrying Eye Games

Pre-generated PC art by Art of Amanda NP

Old School Essentials (OSE) Open Gaming License (OGL) may be


found here: https://oldschoolessentials.necroticgnome.com/srd/
index.php/<Open_Game_License>

OSE System Reference Document (SRD) may be found here: https:/


https:///oldschoolessentials.necroticgnome.com/srd/index.php/Main_
Page

Old-School Essentials System Reference Document © 2019 Gavin


Norman. Author Gavin Norman

A Sample Dungeon © 2024 Novis Ludis, LLC


Table of Contents
Overview 1
Party Recommendations 1
Monastery Background 1
Dying Curse of the Abbot 1
Placing the Dungeon in a Campaign World 2
Monastery Cellars 3
Wandering Monsters (Random Encounter Table) 3
Area Descriptions 3
Secret Crypts 8
Wandering Monsters (Random Encounter Table) 8
Area Descriptions 8
Bestiary 10
Bookworm 10
Lurantu, 3rd level cleric of Hextor 10
Pre-generated PCs 11
Gafferty 11
Durmud 11
Heshma 11
Squink 11
Paraggamon 12
Novis Ludis Presents

A SAMPLE DUNGEON
This work is based on the dungeon map on page 95 Party Recommendations
of the Advanced Dungeons & Dragons Dungeon
Masters Guide (DMG) by Gary Gygax. The map has In the spirit of Mr. Gygax, this dungeon crawl is
39 numbered areas and is provided under the designed for a cautious party with a broad mix of
heading of A SAMPLE DUNGEON, with the first abilities. The party should consist of four to six 2nd
three rooms described. A few additional clues can be and 3rd level characters.
gleaned from details in the text, such as the
wandering monsters table mention of bandits in The pre-generated Player Characters (PCs) in the
areas 4 and 5 and goblins in areas 7 and 8. This appendix were modeled after the characters that
work describes all 39 areas of the dungeon. appear in the example of play starting on page 97 of
the DMG with the following changes: the Gnome in
the DMG will be a Dwarf in this work, and the
Overview Human Fighter is simply a Fighter. Therefore, the
The sample dungeon in the DMG is entitled pre-generated PCs include a 2nd level Cleric, a 2nd
“MONASTERY CELLARS & SECRET CRYPTS.” level Dwarf, a 2nd level Fighter, a 3rd level
No context is provided beyond the descriptions of Halfling, and a 3rd level Magic-User.
the first three rooms, a couple of pages of discussion
about the first dungeon adventure, and the example Monastery Background
of play starting on page 97. The map itself is divided
into two main sections. We’re going to assume one The monks who used to live in the Monastery of the
section was intended to be the Monastery Cellars Unknown Path followed the teachings of Vyncis, a
and the other section the Secret Crypts. That is, the charismatic philosopher-cleric of Fharlanghn who
Monastery Cellars contains areas numbered 1 founded the monastery centuries ago. Vyncis was a
through 23, and it is almost completely separate devout, somewhat militant and disciplined acolyte
from the Secret Crypts. The Secret Crypts section with a unique philosophy of how to honor their god.
contains areas numbered 24 through 39. A single Essentially, Vyncisian monks were devotees of
cleverly hidden secret door in room 3 connects the Fharlanghn who actively and persistently tested the
two sections. skills needed to truly follow unknown and
potentially dangerous paths, as directed by their
There are several stairs down indicated in the Secret deity.
Crypt. The DMG implies caverns are below the
dungeon, but anything not depicted on the map on Forty years ago, a massive horde of goblins swept
page 95 is beyond the scope of this work. through a handful of frontier human settlements on
the edge of a great kingdom. The king’s forces
The descriptions of the first three rooms have been managed to stop the horde, but the goblins held their
slightly altered for consistency with the layout of the newly taken lands. The Monastery of the Unknown
rest of the text. The adventure should play the same Path was one of the first human settlements to fall,
whether the Dungeon Master (DM) uses our room and it now lies within goblin territory. The
descriptions or the original room descriptions from monastery is little more than a pile of rubble now,
the DMG. but the dungeons remain intact, and goblins still
claim the territory around the ruins. A few of those
This version uses the Old School Essentials (OSE) strange rituals of the Vyncisian monks also persist,
System Reference Document (SRD). We have added and the goblins give them a wide berth.
a few custom monsters and magic items offered
under the same license. The dungeon is assumed to Dying Curse of the Abbot
be located in the campaign world of Oerth
(Greyhawk), although the minor details specific to The abbot cursed the monastery as he drowned in
Greyhawk can be easily replaced to fit your the pool in room 2 (see below), bleeding from his
campaign world.

1
wounds. The abbot’s powerful curse causes all
humanoids who die in the dungeon to become
undead at the next sunset. Undead created by this
curse do not move from their death pose unless
disturbed, and they will attempt to return to their
death pose and location after dealing with the
disturbance. Undead created in this manner are
otherwise normal zombies.

This curse has the effect of reducing the range of


detect magic to 30’ due to the overwhelming magic
of the curse permeating everything.

Placing the Dungeon in a Campaign World


This dungeon includes
giant toads, giant spiders,
giant rats, bandits,
goblins, and an
assortment of undead. The
dungeon should be placed
in goblin-controlled
territory, or at least be in
an area in which goblins
are common. The
presence of bandits
indicates a major trade
route and possibly a
frontier town or city
within a few day’s travel.
Undead and giant vermin
can live anywhere, but
giant toads are going to be
near a reliable water
source like a lake, river,
or swamp.

2
Monastery Cellars Monster: yellow mold infests the rotting bags in
the corner, although it has only a 25% chance of
The cellars of the ancient monastery are now releasing spores unless the bags are violently
home to goblins, bandits, and giant vermin of molested.
several types. The goblins use the dungeon as a Treasure: the debris hides 20 sp and a garnet
training ground to teach members of the tribe worth 20 gp embedded in a goblin skull.
how to wrangle, control, and direct a giant
spider in combat. The bandits moved in on their Exits: West Door is stuck due to dampness.
own about six months ago, and the goblins Listening at this door reveals a moaning sound
decided to parlay instead of try to kill them due on the other side (wind).
to their obvious strength. The goblins instead
made a deal with the bandits while continuing to Secret Door on south wall through eastern
use the dungeon to train their troops. A group of doorway: this secret door to areas 8 and 22 is
12 goblins currently resides in areas 7 and 8. easy to find because the goblins use it
The goblin tribe has an agreement with the 8 frequently; the floor is scraped up and an
bandits residing in areas 4 and 5; the bandits obvious traffic pattern heads directly into the
pay monthly rent from the spoils of their wall.
activities. Webs: the webs in area 1 extend about halfway
into the south hallway to area 3, but they do not
Wandering Monsters (Random Encounter go through the eastern passageway.
Table)
[2] Water Room. Approaching the door is
This dungeon has an active ecology involving enough to hear a haunting, moaning sound that
bandits, goblins, giant vermin, and undead. The rises and falls in an irregular way. The goblins
DM should roll on this table once per hour or forbade the bandits from entering this room
after the party makes a lot of noise, such as from because they feared the moaning sound was a
combat. ghost, and the goblins did not want the ghost
disturbed. However, the moans are caused by
Roll Result wind that blows from the small openings in the
1 2-5 goblins (patrolling from areas 7 and 8) north and south walls. Opening the door causes
2 1-3 bandits (from area 4 and 5) a blast of air outwards towards area 1. The walls
3 7-12 giant rats (from area 6)
are rough-worked stone. On the western side of
the cave, a small stream flows from a small
4 1-2 giant fire beetles (from area 17 and 18) opening in the north through a 10’ wide x 15’
5 1-2 giant black widow spiders (from area 1) long x 5’ deep pool and then out a small opening
6 1-3 giant toads (from outside) in the south.
7 1-3 skeletons Trick/Trap: when the door to area 2 is opened,
8 1-2 ghouls (from Secret Crypts) exposed flames (e.g., torches, candles) are
instantly extinguished; lanterns and protected
Area Descriptions flames have a 50% chance to remain lit.

[1] Entry Chamber. The vaulted, domed ceiling Trick/Trap: a mineral-encrusted skeleton of the
is concealed by thick webs. The center of the last abbot of the monastery is at the bottom of
room is littered with husks, bones, and debris. A the pool. Disturbing the skeleton will cause the
pile of old, rotting bags is in the southwest scroll case in its grasp to be released and start
corner. The walls are of rough cut stone. The air rolling with the current towards the stream’s exit
is moist with a faint odor of decay. in the south.

Monster: a spider swarm (use the Insect Swarm Treasure: buried on the far side of the stream is
entry) lurks in the webs and will drop on anyone a small rusty iron box. The box is useless and
searching the rotting bags. totally rusted through. It contains two potions of
healing.

3
Treasure: The abbot’s skeleton holds a key to worth a total of 250 gp are located on a small
the Secret Door in room 28. The scroll case had shelf carved into the wall of the passage.
a small leak and most of the map has been
ruined. The map shows rooms 1-3 plus the Monster: there is a 10%chance that one of the
passage to room 24, although water has 2nd level bandit leaders is here.
damaged it so much of the Secret Crypt has Monster: a bookworm (see Bestiary) hides
been smudged out. among the few remaining pages. If any of the
Monster: the abbot’s skeleton will animate if PCs carry magical writings (e.g., spell scrolls,
touched. spell books), the bookworm immediately attacks
the target with the most magical writings (i.e.,
Monster: if the door to area 2 is left open, the the PC with the highest number of spell levels
goblins will eventually notice the louder on scrolls and books, usually the magic-user).
moaning sounds and come investigate. 2-5
goblins will arrive 1d4+5 minutes after the door [5] Looted Robe Closet. Torn and rotten black
is opened. cloth piled in the corner is all that remains of
what once were plain, functional robes of the
[3] Ceremonial Chamber. Large, mostly empty monks. Six bedrolls and a wooden chest show
room with a 25’ vaulted ceiling. A pile of rotted signs of recent habitation.
wood is in the south corner. A series of notches
can be found in the stone wall below the secret Trick/Trap: a secret trapdoor in the floor hides a
door. passage to room 4; see the description of room 4
for details.
The rotten pile of wood is from stairs and a
platform that used to fit into the notches in the Monster: 3 bandits are always here. If a bandit
wall. The wooden structure was used during leader is in room 4, the leader from that room
death ceremonies to move the body into the will come to investigate sounds of battle in 2
secret crypt. rounds.

Secret Door: The secret door on the south wall [6] Looted Storage. Smashed and emptied
is 10’ above the floor, rendering normal means crates, boxes, and barrels line this store room,
of detecting secret doors ineffective unless the all rotten and unusable. Observant characters
players specify their characters are looking up may notice that some of the rotten food is
during their search. However, it is preferable clearly more recent additions to the pile;
that the party discovers this secret door because someone is caring for the rats by feeding them.
it is the only entrance into the Secret Crypts The skittering and squeaking of vermin echoes
area, and therefore the DM is encouraged to be throughout the room.
generous to the PCs. Monster: 7-12 giant rats; this monster returns
[4] Bandit Lair. Stone bookshelves covered after 1 week.
with torn pages, ruined books, and dust line the Treasure: a silver ring worth 10 gp is on a small
walls of what once was a well-stocked library. ledge near the southeast corner of the room. If
Two beds, a table with eight chairs, and a large the debris is searched, a potion of control
stone chest are here. Three iron candelabras undead can be found.
provide dim lighting.
[7] Goblin Chamber. A dozen small bedrolls
Trick/Trap: a secret trapdoor in the floor hides a cover most of the floor space. A small, cold fire
passage to room 5. Inside the passage are what pit shows signs of recent use, and soot coats the
remains of the monastery’s collection of scrolls walls and ceiling. A small stone chest is
and books. padlocked in the southeast corner.
Treasure: three cleric scrolls with one 1st level Monster: there are a total of 12 goblins living
spell each (cure light wounds, protection from here, but 3 goblins are in area 7, and 2-5 are on
evil, resist cold), and five non-magical books patrol at any given time, leaving 4-7 goblins

4
resting here. These are members of the Venom skeletons inside that cell animate and attack.
Thrashers, a tribe of goblins known for training
and using giant spiders in combat. Monster: 9 skeletons are spread throughout the
cells, and they all animate if one skeleton is
Treasure: 3 opals worth 50 gp each are in a touched.
rotted leather pouch in the debris on the top
bunk. [11] Warden’s Quarters. A stone bed with the
dusty remains of bedding, a small wooden desk
[8] Goblin Spider Room. A makeshift wood and chair, and a stone chest are here. A large,
and rope cage holds a giant black widow spider, rusty iron lever has a dial that allows it to open
while three goblins debate various training any of the six cell doors or all of them at once.
techniques. Two goblin-sized webbed bundles The dust was disturbed months ago by goblins
dangle from the top of the cage. The Venom setting traps here.
Thrashers use this room to train goblins on
handling giant spiders, and two of them recently Trick/Trap: the stone chest is trapped with a
died in class. poison dart set by the goblins. The dart does 1
hp damage, and its poison does 2d4 hp damage.
Monster: the 3 goblins release the giant black
widow spider and order it to attack intruders. Trick/Trap: the lever to open all of the cages has
been coated with contact poison, save vs poison
South Exit: the door is locked. or take 1d6 damage.
[9] Shrine of Repentance. A defiled stone altar [12] Chamber of the Forsaken. Chains and
dominates the southern side of the room. The manacles dangle from the walls. Skeletal
altar has been chipped, cracked, and smashed remains dangle from some of the manacles, or
with blows from a blunt object, and it’s covered the bones of a past victim are piled below
with old, rotten trash, dust, and waste. A others.
threadbare, mostly rotten tapestry hangs
precariously over the south wall, its imagery lost Trick/Trap: if a skeleton is touched, all of them
to the ravages of time. animate and attack.

Trick/Trap: although physically defiled, the Monster: 7 skeletons, 5 in manacles and 2 on


magic of the shrine still functions. Anyone who the floor beneath the manacles. The skeletons in
sacrifices an item of true value on it is healed of manacles can slip out of them to attack without
all injuries, curses, diseases, and poisons. This difficulty.
can be done once per year per character, and the [13] Chamber of the Child. Two goblin
shrine consumes (disintegrates) the sacrificed skeletons are on the floor in each of the short ten
item. The sacrificed item must be something of foot long passageways into this room. All of the
real value to the character making the sacrifice manacles dangling from the walls are empty
or the item is disintegrated but no reward is except for the one in the center of the east wall.
provided. The lone occupant appears to be a human child
Concealed Door: the tapestry conceals a Locked of about ten years.
door to room 23. The door unlocks only when a Trick/Trap: Tiny holes in the mortar between
sacrifice has been made on the shrine. The the stones in the ceiling can be found. The girl is
goblins have not yet figured out how to unlock a sophisticated illusion. The girl will not talk but
the door. she looks pleadingly at anyone in the doorways.
[10] Prison Cells. The remains of monks and Entering the room sets off a poison gas trap that
goblins are inside every cell, none of which are fills the room and hallway just outside the room.
locked. One cell holds three goblin skeletons; all Save vs. Poison or suffer dizziness causing a -1
other cells contain 1-3 skeletons of monks. penalty to attacks for one hour.

Trick/Trap: if a skeleton is touched, the Monster: the 4 goblin skeletons animate if any
of them is touched.

5
Treasure: each goblin has a leather pouch with [17] Chamber of Fire. Both doors are locked
2d6 ep. (the abbot’s key in room 2 will unlock both
doors). Every available surface of the walls,
[14] Murals of War. The goblins avoided this floor (except for area 18, see below), and ceiling
area due to the magic of the murals. The more of this room are covered with the same glyph
time spent studying the murals, the greater the repeated in a huge variety of sizes and fonts.
likelihood the student will activate the illusion Ceiling is 10’ high. The glyph means “Fire.”
(see room 16). The murals depict a series of
larger and larger battles culminating (shown in [18] Pit of Faith. The cover over the pit is warm
room 16) in a battle in which elementals, to the touch. It is undecorated and no attempt
demons, and flame salamanders fight amongst has been made to conceal it. The cover to the pit
themselves while also fighting against an army will open when 50 lbs or more pressure is
of humans, elves, and dwarves. placed on it; the cover shuts the next round and
is strong enough to break mundane blockages
[15] Altar of War. The door is broken, hanging such as iron spikes. The monks conducted
on one heavy, rusty hinge. The remains of a few rituals here in which they would cast resist fire
broken crates and torn bags indicate this was on themselves and then leap into the pit. At the
once a shrine to war. Weapons racks hang empty bottom of the 30’ deep pit is a small bubbling
on the walls, crates of arrows are broken and lava puddle that does 3d6 hp normal fire damage
rotting, and no armor hangs on the hooks. The per round, automatically igniting anything
room has been thoroughly looted. flammable that falls into it (including any paper
Monster: a pair of giant toads wandered in here possessions such as maps or scrolls). A resist fire
hunting giant spiders and insects. spell works to negate the effects of the lava.
Note that the puddle is not deep enough to
Treasure: one of the giant toads recently negate any damage from a fall of 30’ into the
swallowed an unfortunate halfling whose dagger pit; falling damage is 3d6.
+1 remains inside its stomach from when the
halfling attempted to cut his way out. Trick/Trap: The puddle contains a solid
obsidian mace called Black Ice that is +1, +3 vs
[16] Murals of War. The goblins avoided this fire creatures (e.g., fire salamanders, fire
area due to the magic of the murals. The more elementals, etc.). When touched, the lava puddle
time spent studying the murals, the greater the forms into a humanoid-shaped creature with the
likelihood the student will activate an illusion same number of Hit Dice and hit points as the
that was once part of the rituals at the possessor of the weapon. The lava creature has
monastery. The murals depict a complex series all of the same physical abilities (i.e., Strength,
of chaotic events in which elementals, demons, Dexterity, and Constitution) as the possessor of
and flame salamanders fight amongst themselves Black Ice. Its attacks do 1d6 damage plus 3d6
and then band together against an army of normal fire damage, and it only attacks the
humans, elves, and dwarves. possessor of Black Ice and anyone that interferes
with it. The lava creature returns to puddle form
Trick/Trap: The magic of this room activates if if Black Ice exits the pit; it cannot pursue
a character studies the Murals of War for ten anyone outside the pit. Black Ice is magically
minutes without interruption. Everyone in the bound to the lava pool and cannot be removed
room becomes part of an elaborate illusion that from the dungeon; it returns to the lava pool at
reenacts the battle depicted in the murals. dawn every day.
Monster: illusory versions of elementals, [19] Paint Storage. Old, dried out, smashed
demons, flame salamanders, humans, elves, and ceramic jars of paint litter this room. Paint
dwarves encroach upon anyone inside the room. brushes of all sizes are scattered throughout the
These creatures are semi-substantial (5 hp, debris.
attacks do 5 damage) but otherwise are identical
to a normal creature of their type. Treasure: buried in the debris is a wand of
magic detection.

6
[20] Master Painter Quarters. The master
painter was killed in this room and his dried
skeleton still rests near the stone bed. The
skeleton will animate if touched.
[21] Apprentice Painter Quarters. Skeletons
of three humans impaled with arrows lie on the
floor next to four stone beds covered with dried
and decayed hay and cloth bedding.
Monster: the 3 skeletons animate and attack if
any of them is touched.
[22] Murals of Fear. The murals on these walls
are covered with misty scenes of frightened
people running from a city under siege into a
nearby forest. Inside the forest, hungrily waiting
for the escapees, are all manner of cleverly
hidden evil spirits, wraiths, and specters.
Trick/Trap: The magic of this room activates if
a character studies the Murals of Fear for ten
minutes without interruption. Everyone in the
room becomes part of an elaborate illusion that
reenacts the battle depicted in the murals.
Monster: illusory versions of wraiths, spectres
and ghosts attack anyone inside the room. These
creatures can only be hit by silvered or magical
weapons. Each creature has 5 hp and attack for 5
hp damage) but are otherwise identical to a
typical creature of their type.
[23] Altar of Fear. This room appears just as it
did before the goblins sacked the monastery.
The stone altar against the east wall is covered
with horrific images of frightened faces. The
faces appear to writhe in pain, but only in
peripheral vision; when looking directly at the
altar, no movement can be detected.
Trick/Trap: anyone in the room who can see the
altar must make a saving throw vs spells. Failure
means the character is overcome with fear and
immediately leaves the room without taking any
other action. Affected characters will not
willingly re-enter the room for 24 hours.
Treasure: a silvered mace, silvered war
hammer, and a dozen silvered sling bullets are
arrayed on the altar.

7
Secret Crypts [26] Ritual Chamber. The monks conducted their
rituals to prevent the dead from rising as undead
here. A giant statue of Fharlanghn that has been
The Secret Crypts are connected to the Cellars by a defiled by the monks themselves to look like Orcus
single, well-hidden secret door (see room 3). The dominates the room; the goblins do not enter the
goblin invaders have never discovered the crypts or room.
the secret door into them. The goblins and bandits
remain mystified about the occasional disappearance Trick/Trap: the statue is possessed by a demon that
of one of their group. The ghouls from this area is attempting to escape its predicament; now that the
sometimes prey on them. monks do not perform the rituals, it gains no reward
for being trapped inside the statue. To escape the
Wandering Monsters (Random statue, it must convince someone to pour a waterskin
Encounter Table) of water from the stream in room 2 on it. The statue
is enchanted such that it appears to speak when the
This dungeon has its own ecology that changes the possessing demon speaks. The demon knows all
dungeon as the PCs explore it. The DM should roll languages. It will tell the PCs that pouring water
on this table once per hour (6 turns), and optionally over it will permanently stop new undead from
after the party makes a lot of noise, such as from forming in the dungeon (a lie); instead, this action
combat or forcing open a stuck door. frees the demon to return to the Abyss, which it does
without a word and in a puff of sulfuric odors. If
Roll Result asked about the dungeon, the demon may or may not
lie, depending upon whether or not it thinks the PCs
1 2-5 skeletons will help it.
2 1-2 ghouls
[27] Path to the Defiled Shrine.The walls of the
3 1-4 zombies hallways between areas 27 and 28 are covered with
1 evil 3rd level cleric (see “Lurantu” in warnings of vile consequences if you do not turn
4
Bestiary), with hobgoblins back to room 27. The runes warn of baleful
polymorphing into a giant fly to be prey for the
Area Descriptions spiders and toads; they warn that your flesh will rot
off within a day of leaving; they warn that
[24] Necropolis. These halls are lined with the continuing to head north through this passageway is
entombed remains of former monks of the akin to selling your soul to a demon. These and
monastery. Hundreds of unmarked, upright, plain similar bizarre admonitions are carved throughout
stone sarcophagi line the walls. This is a large area the hall to scare off superstitious thieves.
that includes the maze of 20’ wide, 10’ wide, and 5’
wide corridors. The sarcophagi do not line any 5’ [28] Defiled Shrine. The goblins defiled this shrine
wide corridors. to Fharlanghn but never found out that room 29
exists. The secret door is not as defiled as the rest of
Trick/Trap: opening a sarcophagus reveals a the room, indicating it was likely open when the
monster that attacks. defilement occurred.
Monster: roll 1d4 when a sarcophagus is opened: 1- Trick/Trap: By default, the Secret Door opens to
2 skeleton, 3 zombie, 4 empty. reveal the passageway to area 30, the stairs down;
[25] Abbot’s Tomb. The tomb of a former abbot of the passageway to room 29 is not visible. To open
the monastery is in the small 10x10 room down a the Secret Door to the passageway to room 29, a vial
tight, 5’ wide hallway. of white blood must be poured on the altar. The
abbot’s key must be inserted into a small keyhole on
Trick/Trap: The concealed door shown southeast of the east wall and turned; this opens the Secret Door
area 25 on the map is hidden inside one of the to room 29.
vertical sarcophagi mounted on the wall; its passage
leads to room 34. [29] Treasury. The monastery’s collected treasures
are here, having been left undisturbed since the
Monster: the abbot inside the sarcophagus is a abbot’s demise in room 2 about 40 years ago. Both
mummy; it attacks if the sarcophagus is opened. 20x20 areas are filled with bags of coins, and there
is a stone table against the south wall with a shield
and assorted sparkling objects.

8
Treasure: 9,000 cp, 2,000 sp, 1,000 ep, 1,000 gp, 3 Trick/Trap: the concealed door is inside an empty
gems worth 250 gp each, 4 pieces of jewelry worth sarcophagus in the northwest corner of the 20x20
50 gp each, and a shield +2. room.
[30] Stairs. The stairs continue downward in a lazy, Trick/Trap: if a sarcophagus is opened, there is a
haphazard way. The air is becoming fouler by the 75% chance a Monster attacks and a 25% chance it
step. These stairs lead down into an extensive cavern is empty.
complex that is beyond the scope of this work. Monster: the abbots are all mummies; a mummy
[31] Chamber of Charity. The shrine in this room will attack if its sarcophagus is opened.
is smooth and unmarked. Every surface of the room [35] Lurantu’s Quarters. This room appears almost
is covered with smooth white plaster. The dust comfortable; the stone bed is piled with thick furs,
covering everything is also bleached white. A the smell of incense lingers in the air, and a barrel of
bleached white hobgoblin’s corpse lies face down on wine sits near the entrance.
the floor, its weapons, armor, and other equipment,
and its flesh, are all bleached white. Trick/Trap: a small iron coffer is buried in the furs;
it is locked and trapped with a poison gas trap, 1d4
Trick/Trap: Any unattended object that remains in damage and fall asleep for one hour on a failed
this room for longer than a minute begins to bleach saving throw vs poison.
white; within an hour it is totally white. The change
in color is permanent and has no other effect on the [36] Storage Room. The hobgoblins are using this
item. PCs can use this room to craft the White Blood former storage room as a privy; the smell is
needed to open room 29. indescribably bad.
Monster: the hobgoblin corpse was part of Lurantu’s Disease: searching through the filth brings a risk of
gang (see areas 35-38) who went off exploring on disease. Anyone who searches the room must make
his own, got mortally wounded by the ghouls, and a saving through vs poison or catch the hobbles. The
managed to escape here before dying of his wounds. disease shows up after the next long rest. Characters
The corpse rises as a zombie and attacks if it is with the hobbles take a -2 penalty to attacks, saving
touched. throws, and ability checks until they complete
another long rest.
Treasure: the hobgoblin’s leather armor, longsword,
backpack, pouch and 3 gp are all bleached white. [37] Makeshift Shrine. Whatever shrine the monks
These items are otherwise normal in every way. This had in this room has been thoroughly wiped away
may or may not enhance the value of the items to and replaced with the vile iconography of Hextor.
collectors at the DM’s discretion.
[38] Treasure Room. Lurantu and his hobgoblins
[32] Cleansing Chamber. The smashed shelves and store the treasures they have found in this room.
tables in this room are covered with the stains of oils
and salves used in burial preparation. Dust covers Trap: a tripwire releases a hidden, spring-loaded
everything, undisturbed for decades. spike that attacks as a 4 HD monster anyone who
enters the room.
Treasure: beneath the debris is a potion of control
undead. Treasure: three locked stone sheets have been
moved into this room by the hobgoblins. Chest 1
[33] Ghoul Lair. This room reeks of decaying flesh, contains 3 sapphires worth 50 gp each, 1 cleric
with a half-eaten corpse of a bandit crumpled in the scroll with cure light wounds and one cleric scroll
northwest corner. Six piles of rags and filth are with resist fire; chest 2 contains 500 sp and 20 gp;
scattered about. chest 3 is trapped (poison gas fills the room,
everyone save vs poison or take 1d6 hp damage and
Monster: at any given time, 1d2 ghouls are here; fall asleep for one hour); it is empty.
there are 6 total ghouls in the dungeon.
[39] Damp Stairs. Damp, narrow stairs down to
[34] Abbot’s Tomb. Former abbots of the monastery hobgoblin territory. Lurantu and the hobgoblins that
are interred here, each locked away in a decorative, claimed rooms 35-38 recently discovered the stairs
upright sarcophagus embedded in the walls. These up from their territory in the caverns beneath the
sarcophagi line the walls of the entire area 34 (i.e., dungeon. The caverns are beyond the scope of this
the 20x20 room, the 80’ long east-west hallway, and work.
the 10x10 room at the end of the hallway).

9
Bestiary
Bookworm Lurantu, 3rd level cleric of Hextor
A tiny gray worm that feeds on paper, scrolls, and Lurantu is a dedicated acolyte of Hextor. He is
books, especially magical writings. currently allied with hobgoblins who live in the
caverns beneath the dungeon. He is leading an
Armor Class 2 [17] expedition of three hobgoblins into the dungeon.
Hit Dice ¼ (1 hp) Armor Class 2 [17]
Attacks 1 pounce (see below) Hit Dice 3 (13 hp)
THAC0 18 [+1] Attacks 1 x mace +1 (1d6 + 3) or 1 x spell
Movement 20’ jump THAC0 19 [0]
Saving Throws Movement 60’ (20’)
Morale 6 Saving Throws D11 W12 P14 B16 S15
Alignment Neutral Morale 10
XP Alignment Chaotic
Number Appearing 1-4 XP
Treasure Type O Number Appearing 1 (unique)
Pounce: the bookworm leaps up to 20’ and attaches Treasure Type -
itself to its target. The target can make a saving
throw vs. death ray or poison to notice the attack. Spells: Lurantu has the following spells prepared:
cure light wounds, cause fear
Invisibility: the bookworm is so tiny that it is
effectively invisible. If the bookworm’s target can Mace Attack: Lurantu wields a mace +1 and his
see invisibility, they receive a +2 bonus on the great Strength (16) make him a fearsome melee
Pounce saving throw. opponent; THAC0 with the mace is 16 (+3).
Feeding: if the bookworm attaches itself to a target, Armor: Lurantu wears plate mail covered with the
it begins feeding on the target’s paper, scrolls, and dried blood of his victims, and carries a shield
books within 2-5 minutes. The worm consumes adorned with the vile holy symbol of Hextor.
magical writings first, at a rate of one spell level per
minute. The target and anyone standing adjacent to Possessions: Lurantu wears a backpack with
the target can make another saving throw vs. death additional items that he will not hesitate to use if
ray or poison every minute outside of combat or necessary: potion of cure light wounds, cleric scroll
other strenuous activity to notice the sounds of the of cause light wounds, flask of oil x 2, torch x3,
worm’s voracious munching. crowbar, 30’ rope, leather pouch with 10 gp and a
ruby worth 100 gp.
Detect Magic: the bookworm is constantly under the
effects of a detect magic spell as if cast by a 1st level
magic-user. This ability can be dispelled, but it
automatically returns the next round.

10
Pre-generated PCs
Gafferty Heshma
Class Cleric Class Fighter
Level 2 Level 2
Alignment Lawful Alignment Neutral
Hit Points 8 (2d6) Hit Points 10 (2d8)
Armor Class 4 [15] Armor Class 3 [16]
Ability Scores STR 13 (+1), INT 9, WIS 16 (+2), Ability Scores STR 17 (+2), INT 8, WIS 9, DEX 14
DEX 10, CON 11, CHA 12 (+1), CON 14 (+1), CHA 10
Saving Throws D11 W12 P14 B16 S15 Saving Throws D8 W9 P10 B13 S12
THAC0 19 [0] THAC0 19 [0]
Weapons: mace Weapons: sword, longbow
Armor: chain mail, shield Armor: chain mail, shield
Equipment: holy symbol, backpack, 6 torches, Equipment: quiver, 20 arrows, 50’ rope, backpack, 3
tinder box, waterskin, 7 days standard rations large sacks, waterskin, 7 days standard rations
Spells: 1st level cure light wounds
Special: Turn Undead T/7/9/11
Squink
Class Halfling
Durmud Level 3
Class Dwarf Alignment Neutral
Level 2 Hit Points 8 (3d6)
Alignment Lawful Armor Class 5 [14] (3 [16] vs large opponents)
Hit Points 12 (2d8) Ability Scores STR 8 (-1), INT 12, WIS 14 (+1),
DEX 17 (+2), CON 13 (+1), CHA 13 (+1)
Armor Class 4 [15]
Saving Throws D8 W9 P10 B13 S12
Ability Scores STR 14 (+1), INT 9, WIS 12, DEX
10, CON 16 (+2), CHA 8 (-1) THAC0 19 [0]
Saving Throws D8 W9 P10 B13 S12 Weapons: short sword, sling
THAC0 19 [0] Armor: leather
Weapons: battle axe Equipment: backpack, 20 sling bullets, crowbar, 6
torches, tinder box, thieves’ tools, waterskin, 7 days
Armor: chain mail, shield standard rations
Equipment: 50’ rope, backpack, hammer, 12 iron Special: +1 to initiative rolls, listen at doors 2 in 6,
spikes, waterskin, 7 days standard rations +2 AC vs large opponents
Special: infravision 60’, detect non-magical traps 2
in 6, detect construction tricks 2 in 6, listen at doors
2 in 6.

11
Paraggamon
Class Magic-User
Level 3
Alignment Lawful
Hit Points 6 (3d4)
Armor Class 8 [11]
Ability Scores STR 11, INT 18, WIS 9, DEX 16
(+2), CON 12, CHA 10
Saving Throws D13 W14 P15 B16 S15
THAC0 10 [0]
Weapons: dagger
Armor: robes
Equipment: backpack, lantern, 6 flasks of oil, spell
book (contains detect magic, magic missile, shield,
sleep, web), tinder box, waterskin, 7 days standard
rations
Spells Prepared: sleep, shield, web

12

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